Assignment 1 Human Computer Interaction INFO 3307
Assignment 1 Human Computer Interaction INFO 3307
Semester: 2 (2020/2021)
Nisa Ranti Khairun
1829308
Chapter 1 : The Psychopathology Of Everyday Things
Psychopathology is a term which refers to either the study of mental illness or
mental distress or the manifestation of behaviours. Mental distress have meaning as a result
of design failure. So, it make many design products that have design errors, which makes
people confused by using the product. For example, Carelman's Coffeepot for Masochists, A
Row of Swinging Glass Doors in a Boston Hotel, Leitz Pravodit Slide Projector, deal with
doors that have Push or Pull instructions and others. The reason make design error that its
the lack of Discoverability and Understanding.
Design is concerned with how things function, how they're regulated, and how humans
and technologies communicate. And done correctly, the end product is clever and enjoyable.
When handled incorrectly, the goods are useless, resulting in a great deal of anger and
annoyance. Alternatively, they can be functional, but they compel us to act in accordance with
the product's desires rather than our own preferences.
Human-Centered Design (HCD) is a method for determining whether a design meets the
needs and capacities of the intended audience. Google Maps, for example, has a voice assistant
that allows you to get directions without looking at your phone when driving. It is possible to
put it into practice by observing and rapidly evaluating theories and concepts. Moreover, When
things go wrong, communication is crucial. Designers must concentrate their efforts on the
instances where things go wrong rather than on the instances where everything goes
according to plan.
We also search for natural clues when communicating with a product to understand
what it does, how it functions, and what operations are feasible. It's known as
discoverability. Discoverability is based on five psychological principles.
1. Affordance
An affordance is a connection between an object's properties and the agent's
capabilities that determines how the object can be used.
For example, when we see ourselves sitting in a chair, climbing or descending
a staircase, or turning on or off an electrical gadget when we see an on-off
light. It's all about forming connections through the acquisition of knowledge
when seeing some item in our environment.
2. Conceptual Model
A conceptual model is a generalized description of how something does.
The file, folder, or icon on the computer screen aids in the creation of a
mental model of the records and directories that exist inside the computer.
Depending on the individual or even the society, the conceptual model can
differ.
3. Visible
Visible to show what sections work and how they work, as well as how the
user can communicate with the system The mapping between intended
behavior and actual operations is referred to as visibility.
4. Mapping
Mapping is the connection between two sets of things' elements.
Natural mapping provides instant comprehension: (1) Using spatial analogies;
(2) keeping cultural variations in mind.
It's simple to figure out how to use the controls when the mapping uses
spatial correspondence between the configuration of the controls and the
devices being monitored.
5. Feedback
Feedback is communicating the results of an action that is a well-known concept
from the science of control and information theory.
Feedback must be immediate: even a delay of a tenth of a second can be
disconcerting. If the delay is too long, people often give up, going off to do
other activities.
Feedback must be informative: It can be wasteful of resources when the
system spends considerable time and effort to satisfy the request, only to find
that the intended recipient is no longer there.
The designer’s conceptual model is the designer’s conception of the look, feel, and
operation of a product. The system image is what can be derived from the physical structure
that has been built (including documentation). Interaction with the product and the
interface representation helps to form the user's mental model. Designers consider the
user's model to be similar to their own, but since they can't connect with the user directly,
they rely on the device picture for communication.
Chapter 2 : THE PSYCHOLOGY OF EVERYDAY ACTIONS
The author mentioned about the psychology of everyday actions in Chapter two, the
author states that the fact that the designer must come up with every possible of errors in
order to know or to help in minimizing the chance of the having the error in the first place
and the fact that the errors should be easily be identify in order to have a minimal
consequences that could lead and also if possible, the effect can be reverse. Moreover,
there are misconceptions that our lives is being filled and Psychologists adore mistakes and
myths because they reveal valuable information about how our brains are being organised
and function.
When two events occur in quick succession, people are prone to assigning a causal
relationship. If something unusual occurs in my home shortly after I take any action, I am
likely to believe it was triggered by that action, even if there was no connection between
the two. If I do something anticipating a reaction and nothing happens, I am prone to
misinterpreting the lack of input as evidence that I didn't perform the operation correctly.
People like to excuse themselves when they have problems with technology. Worse, the
more problems they have, the more incompetent they might feel, assuming they to be
technically challenged.
The emotional system, which operates in parallel with cognition, is an efficient
information retrieval system. Emotion assigns meaning to what cognition tries to make
sense of. Understanding is provided by cognition, whereas value judgments are provided by
feeling.
When people use something, they face two gulfs: Gulf of Execution, where they try
to figure out how it operates. Gulf of Evaluation, where they try to figure out what
happened. Amount of effort to interpret the physical state of the device determine how well
the expectations and intentions have been met. The role of the designer is to help people
bridge the two gulfs. Feedback and good conceptual model help bridge the Gulf of
Evaluation.
The action cycle's seven stages model can be a useful design tool since it offers a
basic checklist of questions to ask. Both input and feedforward must be delivered in a way
that is easily being understood by the system's users. People's perceptions of the aim that
they are trying to achieve and their aspirations must be reflected in the presentation.
Human needs must be met with information.
The author mentioned that there are 7 stages of action that can lead us into having
seven fundamentals of design, which is :